This is a MAJOR f**kING BUG, but Sun is fine with it, saying they won't fix it because people didn't complain when their previously suggested fix didn't work, so they're afraid of breaking anything.

It really should be Microsoft that fixes the problem since it's their lame OS that can't implement a simple clock properly. But isn't there a workaround I read here somewhere... use a dummy thread to sleep for a really long time with a odd numberof millis - that way the clock stays in the higher resolution mode for the duration of the sleep - I think it's flipping the clock resolution around every time a sleep needs the higher precision that causes the glitch.

Hm I've hardly ever come across this problem in the last, erm, how long... 7 years or so of doing sleep(1)s using the LWJGL Display.sync() method. EgonOlsen of these parts had a problem with it as I recall but he's the only person to have ever reported it.

You've definitely got to include the ability to combine different blocks to make other ones, or special items, like a shovel for faster digging, a sword for fighting mobs, etc.

Also, I don't know what you're surviving here... why not have constantly rising lava combined with flying cannonballs that do damage to high points on the map (and anything near them)? Basically that means you've got to keep building upwards but you've also got to build a defensive structure around you to avoid the flying cannonballs.

Hm I've hardly ever come across this problem in the last, erm, how long... 7 years or so of doing sleep(1)s using the LWJGL Display.sync() method. EgonOlsen of these parts had a problem with it as I recall but he's the only person to have ever reported it.

Cas

Well on earlier JREs that would sleep for 14ms on Windows anyway :-)

We ran into this at work when doing some timing sensitive network code it totally hoses the system clock. It seems like every sleep would flip the timer between a lower resolution and a higher one and there would be some lost time that happens during the switch due to rounding or something.

The frame rate limiter is actually just a thread.sleep(5) in the main loop. I could cap at 60, but then people with 75 or 100 hz monitors would get upset at me, so I'll leave it as is until I get around to checking the display mode refresh speed.

I try to play the game (both in survival and creative mode) but while all packages load ok, in the end I get the message alert:org.lwjgl.LWJGLException: Pixel format not acceleratedand the applet won't work any more.

I run this on a low-end p4 (2. 500MB RAM winxp-sp3 machine with a simple VGA graphics driver.

I try to play the game (both in survival and creative mode) but while all packages load ok, in the end I get the message alert:org.lwjgl.LWJGLException: Pixel format not acceleratedand the applet won't work any more.

I run this on a low-end p4 (2. 500MB RAM winxp-sp3 machine with a simple VGA graphics driver.

You need to have OpenGL support in order to run the game, the simple VGA graphics driver is unlikely to support this. You should work out which graphics card you have and try a proper driver for it.

Hi, whenever I open minecraft it loads ok, generates the terrain and everything, but when the level starts playing and the applet grabs the mouse everything starts to sping around wildly and the cursor is stuck to the right side of the monitor. I am unable to move the cursor because the game keeps it stuck to the right. The only way to have control back is to press escape and enter the menu, then the mouse is released and everything works ok. Return to the game and it gets broken again.

I am always running java games using jinput in this machine and this is the only game that has this problem.Also, this is not something that happens only in the latest version, I have tried the game over the past months and it is always the same .

I really love the idea of the game, it is sad that the game hates my machine.

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